alien swarm isn't meant for modding.. i think valve is just trying to
troll everyone by releasing a "free" engine that isn't meant for
modding...

On Thu, Apr 19, 2012 at 11:36 AM, Psy_Commando <psycomma...@gmail.com> wrote:
> Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
> is having the same problem.
>
>
> On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando <psycomma...@gmail.com>
> wrote:
>>
>> Its called in the shared ProcessMovement method.I assume that method is
>> called at the same time on client and server..
>>
>>
>> On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com> wrote:
>>>
>>> Where are you running this simulation code?  You need to make sure it's
>>> in a location that is sync'd with the server.
>>>
>>> Also, I would not use GetNetworkOrigin, as I have seen it can become too
>>> jittery, use GetLocalOrigin instead.
>>>
>>>
>>>
>>> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando <psycomma...@gmail.com>
>>> wrote:
>>>>
>>>> Doesn't the client interpolate automatically ? I thought that was what
>>>> the Network origin was for.
>>>> Anyways, I'm not really sure what they did but here's the handling code
>>>> I'm using, its mostly code made by the Eternal Silence guys modified to 
>>>> fit.
>>>> http://pastebin.com/6kVZJxiD
>>>>
>>>> I think they basically just use vphysics for collisions, they rotate the
>>>> angles and velocity directly to steer the craft.
>>>>
>>>> And also FakeJitter should be 0, I never changed it.
>>>>
>>>>
>>>> On Tue, Apr 17, 2012 at 4:58 PM, Joel R. <joelru...@gmail.com> wrote:
>>>>>
>>>>> Also, when you added fakelag to reach about 300 ping, the red and green
>>>>> crosshairs were still sync'd perfectly.  This should not be possible 
>>>>> unless
>>>>> you are extrapolating on the server, but even then it would go way off on
>>>>> turns.
>>>>>
>>>>>
>>>>> On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com> wrote:
>>>>>>
>>>>>> You will need to smooth out the origin and angles.  I'm not sure why
>>>>>> but the physics simulation cannot be followed without doing some sort of
>>>>>> smoothing to the origin/angles.  What I did was interpolate them by a 
>>>>>> small
>>>>>> amount to smooth out the kinks.  I created a "fakeOrigin" and 
>>>>>> "fakeAngles"
>>>>>> that are smoothed to the real values.
>>>>>>
>>>>>>
>>>>>> On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <psycomma...@gmail.com>
>>>>>> wrote:
>>>>>>>
>>>>>>> using vphysics
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> wrote:
>>>>>>>>
>>>>>>>> Is the entity simulated using the physics object or bbox and
>>>>>>>> gamemovement?
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando
>>>>>>>> <psycomma...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>> I'm having a problem with an aircraft vehicle I've made. I asked
>>>>>>>>> the Eternal Silence team for some pointers and they've shared their 
>>>>>>>>> flight
>>>>>>>>> code with me, but I'm still getting this weird jerkiness, even at 0ms 
>>>>>>>>> of
>>>>>>>>> ping. I'm using the Alien Swarm SDK for this.
>>>>>>>>>
>>>>>>>>> Here's a video to show the problem :
>>>>>>>>> http://www.youtube.com/watch?v=zs64WcoD_IQ
>>>>>>>>>
>>>>>>>>> I'm really not sure what's the problem, I can post parts of the
>>>>>>>>> code here if that would help.
>>>>>>>>> Any suggestion would be greatly appreciated.
>>>>>>>>>
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>>>
>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>
>>>>
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>>>
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>
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